Thief "Tradition": One scary mission. WHAT? - by jtr7
jtr7 on 10/4/2013 at 04:06
Where is anyone getting the idea that it's a Thief tradition to have one (or even two!) scary missions?
Scariness is a Thief tradition, not one or so scary missions per title dedicated to scaring the player.
Many missions have scary elements, some have none, and some have a lot. Some are just creepy bu not scary, but that also gets into subjectivity, so those aren't the main point.
Having one corner of a map, or one frightful (not just creepy) surprise, one type of AI only found in a single area in the whole map, doesn't make it a scary map, and being able to complete the mission objectives and accidentally never notice those AIs, really makes it a map not dedicated to the scares.
Thief II: The Metal Age had no dedicated scary mission. There were scary AIs in specific gamespaces, in small portions of whole maps, and except on higher difficulties, almost none of them were important to deal with for completing missions.
Thief: The Dark Project and Thief Gold had, variously and subjectively scary missions that didn't just have single sections, the Bonehoard, the two missions in the sealed Old Quarter, the Lost City (especially TDP's for me, though I'd like the Craymen and Burricks to have water to explain them better), Escape!, Strange Bedfellows, and The Maw of Chaos, with Return to the Cathedral getting top pick for scariest by the majority. Cragscleft, while not scary overall, seared into people with one zombie, nevermind the rest of them and the Huge Spider. That one zombie put many players off completely, or forced them to put down the controller and wait a few years.
Thief: Deadly Shadows had the whole Fort Ironwood Cemetery if the player didn't stop the Necromancer in various ways first and leave just the Haunts inside the lower levels of the building, the tiny Abysmal Gale, The Shalebridge Cradle, and then the Statues and Enforcers that were sprinkled about the maps in later game Days, while the Rat Beasts and Kurshok and Treebeasts didn't seem to scare most players and were mocked more than the previous titles Beasts. TDS had the specific isolated undead, like the pagan zombies in St. Edgar's factory. And then there is Gamall during the end game, but people don't treat her as scary much. There were more scary missions in TDS than in TMA by far, but take away the big scaries and you still have those little gamespaces with scary AIs here and there.
The scares should go from zero to max in all missions, but mainly ACT II and ACT III, with hints and challenges that prepare the player in ACT I, enhanced through to the end game, to really start to feel like a Thief game set in The City overall, with missions that will standout. But each mission should be full of tension and vulnerability and mastery of shadows and observation and listening, and even if Garrett isn't receiving creepiness from the surroundings, he himself is really creepy, so the narrative and design should be constantly playing with how wrong or necessary it is for him to be where he is, and the environs and beings within should not like him there to varying degrees.
Renault on 10/4/2013 at 04:33
I don't know if it was in the original plan right from the start and eventually cut out for budgetary reasons, but Waking The Dead was supposed to be (or at least could have been) TMA's dedicated scary mission. But TMA aside, I think Robbing The Cradle and Return To The Cathedral are such landmark missions, they just stood out far and above anything else in the game (or any game), and established that tradition of a defining, legendary, scary mission in a Thief game. If the scares were truly evenly spread throughout the entire game(s), Thief wouldn't have that reputation.
Vigo on 10/4/2013 at 04:39
Agreed. For me the fear in the cathedral and the cloister in Return to the Cathedral really overshadowed the creepy vibes of The Haunted Cathedral and Strange Bedfellows. As for the Metal Age, those surprise treebeasts scared the utter shit out of me, so it's understandable to me that the series might get that sort of reputation.
SlySpy on 10/4/2013 at 05:11
I think along with scariness, a light underlayer of creepiness is present throughout the games, adding to the atmosphere of some of the levels. Even if you weren't in a mission meant to scare you, you'd have things like the ghosts who speak backward messages, and ambient noises that seem to have an eery unnerving tone. Even The Metal Age had some of that creepy vibe with the mechanist servants, who would sometimes mutter about wanting to be free when no one was around.
Nuth on 10/4/2013 at 05:28
I've always been creeped out by the thought that the Mechanist creations might not be purely mechanical. We know Karras had no qualms about using people as raw material to serve his ends.
jtr7 on 10/4/2013 at 05:37
Yeah. I'm convinced that necromancy is the most heretical element at the heart of Karras's machines, with Azaran the Cruel from Thief Gold and TMA demonstrating a bridge between Elementalism and necromancy at advanced levels of magic, forbidden because it was possible, while Karras's blasphemous casting down of the Holy Hammer symbol from it's high place in the religion, to uplift the boiler and gear in its place, were quite enough to splinter them off. We were never told how the Addonizio crystal lenses were magic, only that they were, and in a world with sentient gemstones and plants, I don't doubt it.
The earth element is the most prominent and at the root of each magic-wielding faction and minor faction, and is directly related to the necromancy problems, as well.
Myth on 10/4/2013 at 07:09
jtr7 while I normally agree with you, I'd have to say you're jumping the gun on this one.
Question from hardcore thief fan at Eurogamer: Will we have something to match Return to the Cathedral and Robbing The Cradle in the new Thief? (Question directly following the "Not magical, but mystical" explanation by the dev)
Answer: We know these missions were iconic. Look, guys, we did our homework and we know what makes a good Thief game. Trust us *wink wink*
All I got from that was: yes, we are making one level that will stand out above the rest in terms of how scared you will be.
That doesn't mean we wont get other scary bits here and there. Though, with the removal of zombies and haunts, you can't just plop the family crypt below the mansion and call it a day, they'd have to get creative.
The primary reason why zombies scared me in my earlier days was the way they were presented. You got a good 15-20 minutes of sneaking (back in the day I didn't have such an immaculate knowledge of just how far I can push it with the guard's hearing/seeing and POV and I didn't knock them out on the go. I had to stalk and save often.), and all the darkness, grey cobbles, dark windows, empty streets and the creepy sound added by Eric Brosius meant you were on edge.
Then suddenly a zombie comes out of nowhere! You can't knock it out - that's a stark difference from the guards. It makes nasty sounds and it likes the dark.
jtr7 on 10/4/2013 at 08:13
I really hope the scary doesn't come in the form of plague victim hordes.
Myth, I'm talking about information, not Thief 4. In case someone's not keeping up with the interviews (a very likely situation, there are so many), where some questions are less or more subtle in their wording, or someone's just joining in the discussions:
(
http://www.strategyinformer.com/pc/thief4/455/interview.html)
Quote:
Strategy Informer: There is a tradition in Thief to have at least one utterly terrifying level, such as ‘The Cradle' in Deadly Shadows or ‘Return To The Cathedral' in The Dark Project. Will there be a pure horror level like these?
Stephane Roy: [slight pause, presumably as Stephane considered how much to tell me] Like you said, it's a tradition, and when we started to work on this project I guarantee that we did our homework to understand why people were in love with this franchise. I think we understand very well what makes a good Thief game. That's the maximum I can tell you without Adam [Square's PR man sitting in on the conversation] cutting me off, but I think if you read between the lines you can get your answer there... [Adam: “Alright, that's enough!”, we laugh - I'm guessing that's a big yes]
Carried forward on Facebook:
Upon mentioning there is no scary mission in TMA, the example offered was
Trail of Blood's Treebeasts... You can accidentally complete the mission never experiencing one, and it's not a Cradle or Cathedral mission at all. There is no "tradition" of one scary/horror mission in Thief, let alone missions.
Nip it in the bud! Spot it and kill it before it spawns!
Nuth on 10/4/2013 at 08:41
Agreed. "Trail of Blood" doesn't qualify as a scary mission. In fact the first time I played it, I didn't trigger any treebeasts and had to go back and play through it again just to see what the fuss was about. For me the scariest thing about that mission was the cut scene at the end--you knew something bad was about to happen then LGS threw in another twist and something bad didn't actually happen.
Vivian on 10/4/2013 at 08:49
Well, personally, the tree-beasts scared the crap out of me. I get what they mean by this.